Series 4: iRk-Voody T vs dM-Tech P
Game 1: Demonio Azul, 8 o'clock vs 12 o'clock
iRk-Voody T 1 vs 0 dM-Tech P
The second TvP series started rather slow. Tech tried to apply some Zealot pressure with a 10 Gate at his natural, but Voody opted for a full wall-in in preparation for a Siege expand and thus the Zealot was pretty ineffective. This wall-in also prevented any scouting of the Terran main base by the Protoss player while Voody's SCV scout was able to get into the Protoss main base without any problem. There it stayed alive and provided vital intelligence for Voody until the first Dragoon was able to kill it. The only hiccup of the early game would then also involve the aforementioned Dragoon. In an attempt to kill the Probe that was stationed in-front of the wall-in, Voody lifted his Barracks, which allowed the Probe and the Dragoon to waltz into the Terran main. And while they were only able to slightly delay the Command Center, since the first Tank of Voody just finished, they at least provided Tech with some valuable scouting information. Since the Protoss player had already decided on his strategy though, it only provided him with knowledge about what he was going up against and didn't change his game-plan dramatically. Thusly, the stage was set for the mid-game. Under the protection of his Tanks, Voody took his natural while Tech prepared his bust which was fuelled by three Gateways and a Robo with Reaver tech. This bust attempt hit Voody at about the seven minute mark, when six Dragoons, one Zealot and a Shuttle filled with a Reaver and another Zealot met the Terran defence consisting of four Tanks, a Turret and a full wall-in at the natural. As was the case earlier, the wall-in greatly hindered the Protoss effort and Voody was able to hold the bust attempt while only losing five SCVs, due to the Reaver getting a few shots off in his main, and a single Tank. Tech, on the other hand, lost three Dragoons and a Zealot. Therefore, as the game slowed down in the aftermath of the attempted bust, the Terran player was in a commanding position with seventy-two to sixty supply and forty-four to thirty-one workers. Tech's next step was to take his natural and going into a second Shuttle while Voody started his first attack upgrade, added Factories and teched up. Not taking his third, Tech then sent out his two shuttles carrying four Zealots, a Dragoon as well as a Reaver and parked them north of the Terran main without doing anything with them for the time being. Funnily enough, the Shuttles then got scouted, when Voody was scanning the path for his own Dropship. Still, due to having to reroute the Dropship, the Terran player kinda forgot about it and thus it just sat on the map with its payload until the end of the game. I suppose that's what you call a blessing in disguise! Anyhow, back to the game. At around eleven minutes and thirty seconds, the Protoss player finally took his third base, the mineral-only, and set himself up to be in the usual economic position against a Terran. Shortly after though, the Terran army moved out towards the Protoss player's natural with +1 attack and a big supply advantage. It'd go on to siege up near the Terran natural and Voody used this opportunity to take his third base, also the mineral-only, behind that. With the Terran army on the field, Tech finally used his Shuttles however, and dropped their payloads in the Terran player's main base. There, his forces were able to destroy a few Depots, Turrets and the Academy as well as forcing the SCVs away, but they were cleaned up soon after and without much effort. Shortly after that, Tech attacked the Terran position with an Arbiter-free style army, but was repelled. The timing of that attack was also a bit unfortunate, since the +2 attack upgrade just finished for the Terran player. Voody then sent ten Vultures towards Tech's third base and destroyed it completely, despite two Cannons being up. However, with most of the Vultures out of position, the Protoss army attacked the Terran army again, achieving a pyrrhic victory and breaking the Terran position in front of the Protoss natural. This would then slow down the game a bit again, since the Terran had to re-mass Tanks and the Protoss player needed his third to be rebuilt. And although Tech tried his hardest, he even attempted a storm drop at the Terran player's third which unfortunately did nothing, the +3 attack Terran push destroyed any hopes he had in regards to winning the game.
Imagine the only reason your drop gets scouted is because the other player wants to drop too.
Game 2: Shakuras Temple, 5 o'clock vs 11 o'clock
iRk-Voody T 2 vs 0 dM-Tech P
Have you ever seen a turtle move? How it slowly but surely makes it way towards its destination? In a way, this game feels exactly like this! Tech went for a 24 Nexus and Voody opted for the Siege expand a second time. Nothing out of the ordinary happened for a while and the first time that both players interacted in a meaningful way, apart from Voody scouting Tech's main base and Tech being blocked from scouting by the wall-in again, was when Voody moved his Marine too far out and it got killed by the first Dragoon that walked across the map. This interaction would then last a little longer as Tech then used the Dragoons to put some minor HP damage on the wall-in before the first Tank arrived. From there on, both players kind of started doing their own thing again. Tech took his third base at 11:30 o'clock on 2 Gates and Observer tech while Voody went up to two Factories plus add-ons for the Vulture techs. Voody was then able to kill three Probes that were transitioning towards the Protoss player's third base with Vultures, but was stopped from doing more by the Pylon wall-in. The Vultures were then quickly dispatched by Tech's Dragoons. For the next few minutes, both players engaged in a riveting Single-player competition of teching and macroing up towards their respective desired state. Tech went for the double Forge (and upgrades therefore), eight Gateways and worked his way towards Arbiter tech and Voody started his +1 Attack upgrade, went up to four Factories, fortified his defensive position and prepared everything for a four Vulture drop. At around eight minutes and twenty-one seconds, Voody took his third base at 5:30 o'clock and dropped Tech's third. Remember the Pylon wall that was mentioned earlier? Back then, it helped the Protoss player, but now it really hindered him, since his Dragoons had to destroy one of the Pylons to get to the third base and by that time the damage had already been done. The Vultures killed six Probes and completely stopped mining until the Dragoons came through. This lead to the Terran player taking the lead in regards to worker count and supply for the first time this game. However, after this spike of action, the game went back into a more single-player oriented state. The Protoss player upped his Gateway count first to eight and then to twelve while simultaneously putting the finishing touches on his Arbiter tech and Voody put down his Science Facility, his second Armoury (also double upgrades) and four more Factories, bringing him up to eight. After a lot of macro and some minor engagements between Vultures and Dragoons in the middle of the map, Tech poked into the Terran army as he maxed out, but quickly turned around again after his Arbiter got hit by an EMP and he realised how entrenched Voody's army was. After some more manoeuvring on the high-ground by Tech against Voody's Vultures, Voody started to move out as his 2/1 finished. Unable to make a dent in the Terran army, Tech called Voody a Gosu and left the game shortly after.
Pretty unfortunate when your own wall works against you.